Shader "Unlit/BoxSelect"
{
	Subshader 
	{
		Tags {"Queue"="Transparent"}
		Pass 
		{
			Blend SrcAlpha OneMinusSrcAlpha
			ZWrite Off
			Cull Off
	
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			
			struct a2v
			{
				float4 vertex : POSITION;
				fixed4 color : COLOR;
			};

			struct v2f 
			{
				float4 pos : SV_POSITION;
				fixed4 color : COLOR;
			};
			
			v2f vert (a2v v)
			{
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.color = v.color;
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				return i.color;
			}
			ENDCG
		}
	}
}
